At the widest point of the Lost Mare river, where the Nightwash River joins it, running deep and fast down out of the Destriel Mountains, there is a most curious formation of stoney structures. These are very tall (hundreds of feet) stony pillars, in the middle of the Lost Mare, called the Quills of Barthemius. The Lost Mare is almost a mile wide at this point, and flows much slower than the Nightwash does, when its fast flowing and frigid waters come crashing into the Lost Mare. At the base of Mount Estelle, where the Lost Mare flows out from under the Iore Glacier, there is a valley with numerous hot water springs, that not only feed into the Lost Mare, but have a warming effect on the waters, so that although it flows out of the icy heights of the Destriels, it is quite warm for a northern river.
Where the Lost Mare is met by the Nightwash, along a two mile long stretch, there are numerous of these tall stone pillars. They are often about 400-500 feet tall, and 60 or 70 feet across at the base, narrowing little in their towering heights. The pillars are thick in the river, and are too close together for all but the smallest craft to navigate through them. There are channels to the west and east of the pillars where somewhat larger craft can navigate, but the river grows shallower there, so only barges and low draft longboats are often found here. The space between the pillars is sometimes as narrow as 10 or 12 feet, sometimes as wide as 30 or 40 feet.
The tops of the pillars make for an interesting There is a breed of curious eight legged goats known as Spider Goats that dwell there. [gamer's note, these are not the monstrous fanged blood drinking Spider Goats that are found in the game, "Mutant Future", but they are interesting enough as they are]. The goats were joined, years and years ago, by a band of Satyrs that came over from the realm of Faery, through one of the many portals in the Harp hills. These were led by a Satyr druid named Balthemius. Balthemius and his brethren, taught the spider goats how to use their latent telepathic ability, and awakened an intelligence in them. The descendents of the Satyrs, as well as a number of Fawns, have taken up permanent residence on the plateau of stony islands, along with the spider goats. Northguard rangers that have visited the Satyrs report that their reason for remaining on this side of Faery is by order of King Oberon to keep an eye on the Unseely Court creatures that rise up out of the huge sinkholes to the east, along the southern banks of the Nightwash river. Balthemius himself is still alive, and it is not know just how old he is, or how long he has lived here, but he was not here in the time of the Old Ones. The Quills are named in his honor, and he performs a great number of good deeds (although, being a Satyr, he is also known to be mischievious, or certainly his brethren and their telepathic Spider goat companions, are).
It is supposed, by a large number of druids and naturalists, that whatever it is that has given the spider goats the ability to use telepathy, as well as their intelligence, is similar to the similar abilities found in the Great Horses of the Darkearth Plains.
The great sinkholes on the southern bank of the Nightwash river is where parts of the Nightwash disappear in vast waterfalls, deep into the earth. The region is riddled by layers of underground realms, many with permanent portals to the Unseely Courts. Without the diligence and watchfulness of Barthemius and his satyrs and goat allies, as well as the Great Khan of all the Horses, there would no doubt be more incursions of the darker, evil races into the surface world.
The spider goats are a curious breed, with a number of special abilities, other than their intelligence and telepathy. They have the ability to climb sheer walls, and although the Satyrs have constructed a number of bridges connecting the wider separated Quills, the goats have an incredible leaping ability, able to jump 20 or 30 feet, as an adult. The females have an uncharacteristic development, even for a magical creature. They have spinnerets, and can generate a web (same effects as the spell) that has a range of 40 feet. This web is used only for capturing prey and enemies, and not used for building webs or nests. The thick flocks of nesting black geese provide food for the spider goats, and the breeding cycle of the breed has adapted to this cycle, so that when the black geese come north from the south parts of the Lost Mare river in the early spring to nest and lay eggs in the crags on the sides of the Quills, the goats are also ready with their young, and feed on goose while nursing their young.
Other than in their natural habitat of the Quills, there is a group of Spider Goats that can be encountered abroad. A successful raid by a number of Drow elves (actual Drow, as per the AD&D race, rather than the more typical Dark Elves encountered in the Valley - proper Drow in this setting usually only occur as temporary incursions from the Unseely Realms, but this group has come over permanently, and lives in one of the underground realms in the nearby countryside) captured a number of young spider goats some decades in the past, and have been raising and multiplying them, imprinting their evil alignment and philosophy on them. These are sometimes encountered, with the members of the Aa'Lega Coven of Drow Elves, and others.
Name: Spider Goats (Drow variant)
No. Encountered: 2-12 (with a Drow hunting party, or as part of a Drow lair)
Alignment: Chaotic Evil
Movement: 90' (can jump 30'; can scale sheer surfaces)
Armor Class: 4
Hit Dice: 2
Attacks: 2 Kicks, 1Bite; or 1 charge
Damage: 1d4+1 (kick); 1-4 (bite); 1d6 (charge)
Save: MU2
Morale: 9
Hoard Class:VI (remains on dead victims)
Special: Half of all spider goats encountered can shoot out a web 30', acts as the spell was cast by a 4th level magic user (lasts for 8 turns). On a successful charge attack, victims Man sized or smaller have to make a saving throw vs. paralyzation or be knocked down. Against a knocked down opponent, a spider goat that makes a successful Bite attack, will remain attached to their victim, doing 1d6 damage automatically every round, until the spider goat is slain. The Drow version of the Spider Goat has also been trained to use a psychic shriek attack, based on their telepathy. This causes all characters below 3rd level (or creatures below 3HD) that are within 80' of a spider goat to make a save vs. magic each round that they want to act. Spell casters within 80' of a spider goat are particularly vulnerable to the psychic shriek. They may not employ any spells that requires a Verbal component.
Showing posts with label Unseely Realms. Show all posts
Showing posts with label Unseely Realms. Show all posts
Apr 19, 2013
Jul 17, 2012
Dark Elf Captain in and near Werms
A Dark Elf Captain is more than a simple leader. It is, in the Artaxil Coven, a special religious leader that brings members of the community together in order that they may explore the magical nature of the world around them together, and to bond and protect the enclave. They are individuals of renown and high reputation, and are often trusted with important missions and placed in charge of enclave installations and outposts.
Captain of Dark Elves
Num Appearing: 1
Alignment: chaotic evil
Movement: 120' on the ground
Armor Class: 3
Hit Dice: 8hd (56hp)
Attacks: 2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon
Save: F8
Morale: 9
Treasure: Carry approximately 1000gp each in jewelry and coins. Worn conspicuously. Often in position of magic items (rings, scrolls, potions).
Special: Sorcerous compounds; magic weapons; spell use.
Dark Elf Captains will always have on hand 3-5 (1d3+2) different of the Sorcerous Compounds that the Dark Elf Scouts carry.
Dark Elf Captains typically carry magic weapons made of the same metal as that of Dark Elf Warriors. The typical weapon is a spear, which has a +2 to hit, and a +2 damage. Their training and specialization allow two attacks per round with such a weapon. In addition to any speed benefit these weapons would normally get (if using a weapon initiative system in your game - which I do), consider them to get an additional +2 speed bonus. If not using such a system, then the Captain will strike first in any round, unless a 6 is rolled on 1d6. If the Dark Elf Captain wishes to shoot, then the light crossbow will do 1d6+1 damage, and the special construction enables 2 shots per round. In addition. the bolts of the crossbow will be poisoned (save vs. poison, or paralyzed 1d4 rounds).
Dark Elf Captains have the following spell use available to them: The following spells at will - Hold Portal, Shocking Grasp, and Feather Fall. And the following spells 3x per day - Web, Blur, Fly, Monster Summoning 1.
The Captain can mindspeak with his Warriors and Scouts assigned to him, removing the requirement for them to speak to each other in order to coordinate in combat. In addition to their Monster Summoning spell ability, the Dark Elf Captains of Artaxil Coven will frequently (50%) have a Stone Spider on call within 2-8 rounds (2d4), if they are encountered underground. Finally, once per day, they can pass between the normal world, into the Unseely Realms. A portal or other method of doing this is not required. For all purposes the Captain is gone, unless his pursuers can also pass (at will) into the Unseely Realms. Then he may be followed.
Captain of Dark Elves
Num Appearing: 1
Alignment: chaotic evil
Movement: 120' on the ground
Armor Class: 3
Hit Dice: 8hd (56hp)
Attacks: 2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon
Save: F8
Morale: 9
Treasure: Carry approximately 1000gp each in jewelry and coins. Worn conspicuously. Often in position of magic items (rings, scrolls, potions).
Special: Sorcerous compounds; magic weapons; spell use.
Dark Elf Captains will always have on hand 3-5 (1d3+2) different of the Sorcerous Compounds that the Dark Elf Scouts carry.
Dark Elf Captains typically carry magic weapons made of the same metal as that of Dark Elf Warriors. The typical weapon is a spear, which has a +2 to hit, and a +2 damage. Their training and specialization allow two attacks per round with such a weapon. In addition to any speed benefit these weapons would normally get (if using a weapon initiative system in your game - which I do), consider them to get an additional +2 speed bonus. If not using such a system, then the Captain will strike first in any round, unless a 6 is rolled on 1d6. If the Dark Elf Captain wishes to shoot, then the light crossbow will do 1d6+1 damage, and the special construction enables 2 shots per round. In addition. the bolts of the crossbow will be poisoned (save vs. poison, or paralyzed 1d4 rounds).
Dark Elf Captains have the following spell use available to them: The following spells at will - Hold Portal, Shocking Grasp, and Feather Fall. And the following spells 3x per day - Web, Blur, Fly, Monster Summoning 1.
The Captain can mindspeak with his Warriors and Scouts assigned to him, removing the requirement for them to speak to each other in order to coordinate in combat. In addition to their Monster Summoning spell ability, the Dark Elf Captains of Artaxil Coven will frequently (50%) have a Stone Spider on call within 2-8 rounds (2d4), if they are encountered underground. Finally, once per day, they can pass between the normal world, into the Unseely Realms. A portal or other method of doing this is not required. For all purposes the Captain is gone, unless his pursuers can also pass (at will) into the Unseely Realms. Then he may be followed.
Dark Elf Warriors in and near Werms
There are several dark elf communities near Werms, however the group described here are a splinter group from the group dwelling in the caves that open up from the eastern edge of the Cambio Delve, approximately 200' down below the surface.
That group, self named the Artaxil Coven,are known for being tamers and riders of a huge species of giant bat. Some of the group were caught during a raid on Eindar Pillar, (a specific raid, not just random harassment). The hid their bats in the old Aery, but they were captured by the goblins and fed to the wyverns. The party retreated into the deep ruins, where they encountered Ostigaar. Both (the Dark Elf party, and the arachnoid monstrosity) recognized each other as a likely partner in a proper relationship, and the Elfs decided to stay.
Note that these renegades from the Artaxil Coven are meaner and more dangerous than their raiding cousins detailed in the "Staff of St. Varina" encounter.
There are three different types of Dark Elf detailed here, Warriors, Scouts and Captains. While male pronouns may dominate this article, Dark Elf society is generally gender balanced, where possible.
Warrior Dark Elf
That group, self named the Artaxil Coven,are known for being tamers and riders of a huge species of giant bat. Some of the group were caught during a raid on Eindar Pillar, (a specific raid, not just random harassment). The hid their bats in the old Aery, but they were captured by the goblins and fed to the wyverns. The party retreated into the deep ruins, where they encountered Ostigaar. Both (the Dark Elf party, and the arachnoid monstrosity) recognized each other as a likely partner in a proper relationship, and the Elfs decided to stay.
Note that these renegades from the Artaxil Coven are meaner and more dangerous than their raiding cousins detailed in the "Staff of St. Varina" encounter.
There are three different types of Dark Elf detailed here, Warriors, Scouts and Captains. While male pronouns may dominate this article, Dark Elf society is generally gender balanced, where possible.
Warrior Dark Elf
Num Appearing: 2d6
Alignment: chaotic evil
Movement: 120' on the ground/30' on vertical surfaces
Armor Class: 3
Hit Dice: 5hd (30hp)
Attacks:2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon (+2)
Save:F6
Morale:9
Treasure:Various magic items (scaling irons, magic weapons), often 1 or more potions in a group, and approximately 200gp worth of jewelry per warrior, as badges of rank, awards, etc. These are worn proudly by Warriors.
Specials: Climb walls and ceilings (see scaling irons below); spell use (see below); magic weapons.Alignment: chaotic evil
Movement: 120' on the ground/30' on vertical surfaces
Armor Class: 3
Hit Dice: 5hd (30hp)
Attacks:2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon (+2)
Save:F6
Morale:9
Treasure:Various magic items (scaling irons, magic weapons), often 1 or more potions in a group, and approximately 200gp worth of jewelry per warrior, as badges of rank, awards, etc. These are worn proudly by Warriors.
The dark elf warriors from the Artaxil community that are serving Ostigaar have access to some very interesting magic items. The first of these are scaling irons. These are made of a curious magical metal from deep within the pillar that Artaxil warriors know about. Similar to certain Drow magic items. the Unseely Realms teaches some magic that is intended to function only underground. This is an example of such magic - if the scaling irons (which are fitted to boots and around hands) are exposed to sunlight, the magic in them fades immediately. While working, and while worn, however, they allow the wearer to scramble up and along any stone surface, at a rate of 30' per round. It only takes one limb to hold oneself to the surface (foot or hand), and the other limbs are perfectly usable, in combat, without penalty. Artaxil warriors are trained in spell use.
Dark Elf Warriors can cast the following spells, each 3x per day - Hold Portal, Shocking Grasp, and Feather Fall. And the following spells 1x per day - Web, Blur.
Dark Elf Warriors typically carry magic weapons made of the same metal as their scaling irons. The typical weapon is a spear, which has a +2 to hit, and a +2 damage. Their training and specialization allow two attacks per round with such a weapon. In addition to any speed benefit these weapons would normally get (if using a weapon initiative system in your game - which I do), consider them to get an additional +2 speed bonus. If not using such a system, then these Warriors will strike first in any round, unless a 6 is rolled on 1d6. If the Dark Elf warrior wishes to shoot, then the light crossbow will do 1d6+1 damage, and the special construction enables 2 shots per round.
Warriors are the typical Dark Elf encounter, so if these are used as part of a random encounter anywhere near a Dark Elf enclave (such as Artaxil Coven), then roll up how many Warriors appear before consulting anything else.
Next posting, Dark Elf Scouts.
Jul 14, 2012
Trillmen - Encounter from Web of Ostigaar
The Trillmen are small creatures, resembling centaurs in body shape, but having more to do with certain evil goblyn folk from the Unseely Realms. They have goat-like heads, leading some to believe they are related to the Broo, but since Trillmen are so small (only 2' high, typically) this is unlikely. They are small, and can become invisible at times, but even when visible are very difficult to strike. They can work certain magics at will, and are vicious warriors, employing hit and run tactics, and always working in a coordinated fashion. The only good news is that there are not too many of them in the normal realm of the Valley of the Old Ones.
Trillmen
Num Appearing: 2d6
Alignment: chaotic evil
Movement: Walk 120'
Armor Class: 3 (due to size and speed)
Hit Dice: 2d (12 h.p.)
Attacks: 2 hooves, or by weapon; Spell use (see below)
Damage: 1d6+1/hoof attack
Save: F2
Morale: 9
Treasure: Trillmen are very fond of gold and jewels, and will frequently be wearing jewelry worth up to 100gp per individual. Leaders are likely to have magic weapons.
Special: Trillmen almost always travel armed. Each member of a party will carry a hand-to-hand weapons (usually a spear or sword, but due to the Trillmen's size (only about 2' tall), these weapons only do 1d4+1. They will also carry a bow, treat as a typical short bow. Trillmen are well practiced with the weapons they carry (+1 to hit), and will get two attacks per round with the weapon (either bow, or hand weapon) because of their deftness and speed. Each group will have a Leader with 2 additional hit dice (total 24 h.p.), who is likely to have a magic weapon. Being goblyn creatures from the Unseely Realms, the Trillmen are capable of magic. They can cast Invisibility on themselves up to three times per day; they can also cast Faerie Fire, Sleep and Charm Person once per day. A Trillmen Leader can cast Fear once per day.
TrillmenNum Appearing: 2d6
Alignment: chaotic evil
Movement: Walk 120'
Armor Class: 3 (due to size and speed)
Hit Dice: 2d (12 h.p.)
Attacks: 2 hooves, or by weapon; Spell use (see below)
Damage: 1d6+1/hoof attack
Save: F2
Morale: 9
Treasure: Trillmen are very fond of gold and jewels, and will frequently be wearing jewelry worth up to 100gp per individual. Leaders are likely to have magic weapons.
Special: Trillmen almost always travel armed. Each member of a party will carry a hand-to-hand weapons (usually a spear or sword, but due to the Trillmen's size (only about 2' tall), these weapons only do 1d4+1. They will also carry a bow, treat as a typical short bow. Trillmen are well practiced with the weapons they carry (+1 to hit), and will get two attacks per round with the weapon (either bow, or hand weapon) because of their deftness and speed. Each group will have a Leader with 2 additional hit dice (total 24 h.p.), who is likely to have a magic weapon. Being goblyn creatures from the Unseely Realms, the Trillmen are capable of magic. They can cast Invisibility on themselves up to three times per day; they can also cast Faerie Fire, Sleep and Charm Person once per day. A Trillmen Leader can cast Fear once per day.
Jul 5, 2012
Werms Adventure - Web of Ostigaar (1)
Since the growth of the City of Werms over the centuries of its founding, on the rocky pillars coming up out of the seemingly bottomless Cambio Delve, there has always been a demand for more space, closer and closer to the central portions of the city.
Because of this, layers of the city have become constructed over earlier layers of the city. Since much of the structure is out of the mined stone from the pillars the city is built on, the earlier layers are quite strong for the later layers to be built on, but of course styles change, and the uses and demands for buildings change, and the money and materials used to build the buildings all changes. So each new layer is different from the older layers, but the older layers are there. Deep, down below the current layers of the city. And things live there...
Of course, the poor of the city all live in deep levels of the city, where there are no living persons to remember who owns what patch of what stretch of stone building or plaza (long since blocked over by later construction, so hidden from fresh air and the sun). But the space is free. Also the lawless. The city of Werms is a pretty clean city, with a generally good alignment of the citizenry, but no city is free from corruption or crime. The lawless then drift to parts of the city where they can avoid the law. So gangs of thugs and criminals live in the lower levels of the city, far away from the sunlight, far away from the Baron's guard, and far away from the influence of the two Cathedrals and their clergy. Deep down, where the poor dwell - to fight with the other lawless, and to prey on the poor.
All this is to be expected in any city, where the older poorer parts of the city never get destroyed, but are used as layers of foundation for the later more prestigious layers of the city. But in Werms there is something more.
Deep, down in the lower levels, near to the base rock of the pillars and abutments coming up out of Cambio's Delve, there are holes. Rifts. Tunnels. All dug down into the rock of those pillars. In the early days of the city, they were known, and the things that crawled out of those holes were guarded against, and hunted and destroyed. But as layers of the city grew, the city servants and militia all worked the higher and higher layers of the city. Deep down, in the dark and forgotten depths - the ruins of the old city - the things that crawl out of the holes are still there. And they prey on the poor and lawless that are forced to live there.
One of the monstrosities that dwells under Werms is the horrid spider creature known as Ostigaar. Ostigaar is assumed to be related to some of the horrid creature hybrids that result from the strange religious and magical practices of the Dark Elves, but this is not confirmed. It has taken up residence in the bottom of what was once (in the early days of the city) a walled villa, but that and the surrounding layers were covered over after just a few hundred years, when the owning families fell into financial ruin, and there was requirement to reuse the real estate. Those layers above it were also subsequently covered over, in the fashion of how Werms has grown over the past millennium, and more.
In the buildings of the old villa, Ostigaar, and the horrid Unseely Realm creatures that serve her, are all still active, and prey on the foolish and foolhardy that dare to delve that deep into the city's past. However, there is a very good reason to delve down to the domain of Ostigaar, and brave the spider creature, and her servants - the villa that she dwells in is the (one time) famous home of the Harmalan family. This is the same family that produced the magical artifact, the Clockwork of Harmalan. Once the family was discredited, and the name bankrupted and forgotten, none cared about the Clockwork. But later generations (after the villa was sold, and covered over by later city growth) would remember the Clockwork, and the magic it is supposedly capable of, and begin to wonder. Could it be down there, among the fangs, webs, swords and spells?
Because of this, layers of the city have become constructed over earlier layers of the city. Since much of the structure is out of the mined stone from the pillars the city is built on, the earlier layers are quite strong for the later layers to be built on, but of course styles change, and the uses and demands for buildings change, and the money and materials used to build the buildings all changes. So each new layer is different from the older layers, but the older layers are there. Deep, down below the current layers of the city. And things live there...
Of course, the poor of the city all live in deep levels of the city, where there are no living persons to remember who owns what patch of what stretch of stone building or plaza (long since blocked over by later construction, so hidden from fresh air and the sun). But the space is free. Also the lawless. The city of Werms is a pretty clean city, with a generally good alignment of the citizenry, but no city is free from corruption or crime. The lawless then drift to parts of the city where they can avoid the law. So gangs of thugs and criminals live in the lower levels of the city, far away from the sunlight, far away from the Baron's guard, and far away from the influence of the two Cathedrals and their clergy. Deep down, where the poor dwell - to fight with the other lawless, and to prey on the poor.
All this is to be expected in any city, where the older poorer parts of the city never get destroyed, but are used as layers of foundation for the later more prestigious layers of the city. But in Werms there is something more.
Deep, down in the lower levels, near to the base rock of the pillars and abutments coming up out of Cambio's Delve, there are holes. Rifts. Tunnels. All dug down into the rock of those pillars. In the early days of the city, they were known, and the things that crawled out of those holes were guarded against, and hunted and destroyed. But as layers of the city grew, the city servants and militia all worked the higher and higher layers of the city. Deep down, in the dark and forgotten depths - the ruins of the old city - the things that crawl out of the holes are still there. And they prey on the poor and lawless that are forced to live there.
One of the monstrosities that dwells under Werms is the horrid spider creature known as Ostigaar. Ostigaar is assumed to be related to some of the horrid creature hybrids that result from the strange religious and magical practices of the Dark Elves, but this is not confirmed. It has taken up residence in the bottom of what was once (in the early days of the city) a walled villa, but that and the surrounding layers were covered over after just a few hundred years, when the owning families fell into financial ruin, and there was requirement to reuse the real estate. Those layers above it were also subsequently covered over, in the fashion of how Werms has grown over the past millennium, and more.
In the buildings of the old villa, Ostigaar, and the horrid Unseely Realm creatures that serve her, are all still active, and prey on the foolish and foolhardy that dare to delve that deep into the city's past. However, there is a very good reason to delve down to the domain of Ostigaar, and brave the spider creature, and her servants - the villa that she dwells in is the (one time) famous home of the Harmalan family. This is the same family that produced the magical artifact, the Clockwork of Harmalan. Once the family was discredited, and the name bankrupted and forgotten, none cared about the Clockwork. But later generations (after the villa was sold, and covered over by later city growth) would remember the Clockwork, and the magic it is supposedly capable of, and begin to wonder. Could it be down there, among the fangs, webs, swords and spells?
Jun 6, 2012
Seawyrm - River Jarl Steading (2)
Seawyrm is the northern most steading of the River Jarls along the Upper Greywater River. It is still a long way short of the edge of the Destriel Mountains, so the Upper Greywater is quite broad and wide by the time it reaches the shore where Seawyrm is constructed.
The walled town is the seat of the Jarl, Scrimjar the Axe. Scrimjar has been the Jarl for 48 years, and comes from humble beginnings. Previous to his reign, the Trondvar clan ruled Seawyrm. Scrimjar was born as a thrall, to poor serf parents, but rose through the fighting schools to compete in the warrior contests that Seawyrm is known for. As he got more and more popular, his number of followers (and his monetary winnings) grew. He eventually had enough to buy his (and his family's) freedom from serfdom, and joined a freebooter dragonship crew to go on viking raids up and down the Upper Greywater river. Having returned from such a journey as the leader of his ship's crew (and several other liege ships), Scrimjar got into a dispute with the elder Bjarne Trondvar, and it came to a fight of honor, where Scrimjar slew Bjarne's chief huscarl (Holvin Heigvarson), and then Bjarne himself. Since he has been the ruler of Seawyrm.
The city is known for two things - first, the steep, and strong, walls facing the east. More on these follows below. Second, the city is also known for the fleets of dragon ships that it is home to. Many of these river wolves ply their viking trade up and down the river, and even down into the Greywater itself. It is not an uncommon report that tells of Seawyrm dragon ships reaching even the Great River.
One of the reasons for the raiding and trading that the dragon ships of Seawyrm are constantly at is because the city has almost no agriculture to boast of. Almost every household in the walled steading (which has a population of approximately 2500 regular citizens - about a third of which are out of the city at any one time on viking expeditions) boasts some small garden for minor root vegetables and herbs, and it is not uncommon to have some of the northern shaggy goats of the region living on the nearly flat thatched roofs of the peasant houses. In the trade districts of the city, more common slated and planked roofs are common, but among the commoners (and even some of the trades people) the thatched roofs (and their goats) are common. It is a source for dairy, and occasionally meat, for a city that has little access to regular agricultural land.
The reason for the steep walls, on the eastern (land facing) side of the Steading is because of the Sword People. These tribes of vicious and primitive savages are found mostly to the east, across the open plains between the Upper Greywater and the Shadow Woods. These plains are known as the Blood Veldt. The Sword People are a simple, bloodthirsty culture of savage barbarians that live in crude tribal groups (with simple shelters of sticks and skins that they erect), and make their basic economy by hunting the wooly rhinos of the Blood Veldt, and the herds of giant reindeer. Occasionally, and all too frequently, they will have some sort of religious frenzy where the young warriors of the tribes will go on a blood frenzy, traveling in random directions, and slaying any and every living thing they come across, leaving the dead just to rot. This is where the name Blood Veldt comes from...
A curious encounter in the area are the rare Lionman warriors, up from the south of the Great River, who decide to go on a vision quest. They do this, by traversing (alone, usually, but sometimes with specific companions) the plains between the Upper Greywater and the Shadow Woods for months at a time. Only senior, experienced warrior shamans can do this, because they must be able to deal with hordes of Sword People that might attack them. Given the nature of their questing, they do not seek long-term company (unless the companion is one that they decide, from their forays into the spirit world, that they must stay with) but a Lionman warrior would serve as a stalwart against a band of Sword People warriors, if a traveler (or band) encountered them on the lonely plains.
Located nearby is the village of Aderbak - the site of the Princess of Roses, Location 2 in the Week of Adventure Settings.
The walled town is the seat of the Jarl, Scrimjar the Axe. Scrimjar has been the Jarl for 48 years, and comes from humble beginnings. Previous to his reign, the Trondvar clan ruled Seawyrm. Scrimjar was born as a thrall, to poor serf parents, but rose through the fighting schools to compete in the warrior contests that Seawyrm is known for. As he got more and more popular, his number of followers (and his monetary winnings) grew. He eventually had enough to buy his (and his family's) freedom from serfdom, and joined a freebooter dragonship crew to go on viking raids up and down the Upper Greywater river. Having returned from such a journey as the leader of his ship's crew (and several other liege ships), Scrimjar got into a dispute with the elder Bjarne Trondvar, and it came to a fight of honor, where Scrimjar slew Bjarne's chief huscarl (Holvin Heigvarson), and then Bjarne himself. Since he has been the ruler of Seawyrm.
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| Riverfront of the Steading of Seawyrm |
The city is known for two things - first, the steep, and strong, walls facing the east. More on these follows below. Second, the city is also known for the fleets of dragon ships that it is home to. Many of these river wolves ply their viking trade up and down the river, and even down into the Greywater itself. It is not an uncommon report that tells of Seawyrm dragon ships reaching even the Great River.
One of the reasons for the raiding and trading that the dragon ships of Seawyrm are constantly at is because the city has almost no agriculture to boast of. Almost every household in the walled steading (which has a population of approximately 2500 regular citizens - about a third of which are out of the city at any one time on viking expeditions) boasts some small garden for minor root vegetables and herbs, and it is not uncommon to have some of the northern shaggy goats of the region living on the nearly flat thatched roofs of the peasant houses. In the trade districts of the city, more common slated and planked roofs are common, but among the commoners (and even some of the trades people) the thatched roofs (and their goats) are common. It is a source for dairy, and occasionally meat, for a city that has little access to regular agricultural land.
The reason for the steep walls, on the eastern (land facing) side of the Steading is because of the Sword People. These tribes of vicious and primitive savages are found mostly to the east, across the open plains between the Upper Greywater and the Shadow Woods. These plains are known as the Blood Veldt. The Sword People are a simple, bloodthirsty culture of savage barbarians that live in crude tribal groups (with simple shelters of sticks and skins that they erect), and make their basic economy by hunting the wooly rhinos of the Blood Veldt, and the herds of giant reindeer. Occasionally, and all too frequently, they will have some sort of religious frenzy where the young warriors of the tribes will go on a blood frenzy, traveling in random directions, and slaying any and every living thing they come across, leaving the dead just to rot. This is where the name Blood Veldt comes from...
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| Sword People |
A curious encounter in the area are the rare Lionman warriors, up from the south of the Great River, who decide to go on a vision quest. They do this, by traversing (alone, usually, but sometimes with specific companions) the plains between the Upper Greywater and the Shadow Woods for months at a time. Only senior, experienced warrior shamans can do this, because they must be able to deal with hordes of Sword People that might attack them. Given the nature of their questing, they do not seek long-term company (unless the companion is one that they decide, from their forays into the spirit world, that they must stay with) but a Lionman warrior would serve as a stalwart against a band of Sword People warriors, if a traveler (or band) encountered them on the lonely plains.
Located nearby is the village of Aderbak - the site of the Princess of Roses, Location 2 in the Week of Adventure Settings.
Jan 3, 2011
The Faery and the Goblyn
Two broad groups of intelligent species dwell in the Valley that predate both the Older Ones, and of course, the younger races that dwell there now. These are the Faery and the Goblyn.
The Faery include all of the normal magical races one would associate with that group - leprechauns, pixies, fairies, etc - but also the arboreal magical races - such as nymphs, dryads, nyads, centaurs, fauns, and elves.
The Faery do not have gods or goddesses, as such, but rather have a number of very powerful beings who rule over the Seely court. These are King Oberon and Queen Titania, among others. The Seely Court is removed from this world, and exists in the Seely Realms. How or when this split from the World took place, none now alive know. It is possible that Oberon or Titania know, but they do not speak of it.
The most human like of the Faery are of course the Elves. They dwell almost entirely in their forest realms, which are areas around where portals from the Seely Realms intersect easily with the world of the Valley. As expected, time and distance in the Seely realms are very different from time and distance as measured between portals in the world of the Valley. Because of this situation - that the Elves congregate around the Faery portals - it is rare that Elves in any number are seen outside of their own Fey glens and hollows.
Humans who encounter Elves often mistake the leading figures of the Seely Court as elven "deities". This is not exactly true, but it is common enough for humans to believe so. There are Elves who venerate the members of the Court in such a way, that they behave as Priests while in the world of the Valley, receiving powers and spells from the realm of Faery due to their loyalty and fealty to the Court.
When the Seely Realms were separated from those of the World, at the same time the Unseely Realms were also formed. These were populated by the Goblyn races, mostly. Those consist of the goblins, hobgoblins, orcs, ogres, trolls and other affiliated races. The magics of the Unseely Realms are not nearly as well formed nor as well behaved as the magics of the Seely. Because of this, it is much less likely that travel back and forth against the Unseely portals takes place. Unlike the Faery, the Goblyn portals are almost all underground, some are very deep underground. A number of powerful dark magic beings rule over the Unseely Realms, and these are sometimes venerated by the Goblyn races as their own "deities". This is much less likely than with the Fey folk.
Two interesting outliers from this situation are notable. The first are the Dark Elves. These are a group of elves that, for unknown reasons, have chosen to ally themselves with the Unseely Realms. They dwell mostly underground, and are consummately evil. They are the most powerful, magically, of the Unseely folk, rivaling some Faery folk for power.
The second exception are the very mysterious Gray Elves. There are, roughly, three distinct groups of Faery Elves (apart from the Goblyn Dark Elves). The first two - the High Elves (who dwell mostly in the Seely Realms, but visit the world of the Valley from time to time) and the Wood Elves (who are more likely to remain in the Valley for some time, but always remain in the forests near the portals where they can remain in contact with the Seely Court) never remain forever in our world. They travel back to the Seely Realm (some more or less frequently than others, but none remain here forever), and look to the Court for their guidance and allegiance.
The Gray Elves, on the other hand, are of the Faery sort, but they have decided to come to our world and dwell her permanently. They often take up residence in parts of the world far from the forests, usually because they cannot bear the sadness that results from their decision not to return to the Seely Realms. They Gray Elves often speak in enigmatic riddles when discussing the world, and why they dwell apart from other Elves. It is possible that they may know about the reason for the split of the Seely and the Unseely from the world of the Valley.
One curious feature of the separation of the Goblyn and Faery from the world, there are occasionally babies born to both Elves and Orcs (the races closest to humans) that resemble a human being close enough to be mistaken for one at a glance. There are mischevious members of both the Seely and Unseely realms who will bring such babies to Human communities and exchange them for human babies. In both cases (the elf or orc child raised by humans, or the human child raised by elves or orcs) the results are referred to as Half Elves or Half Orcs. Once their true origin is known, neither are ever fully trusted by Humans. It is not known how the human counterparts are treated in the Faery or Goblyn realms.
The Faery include all of the normal magical races one would associate with that group - leprechauns, pixies, fairies, etc - but also the arboreal magical races - such as nymphs, dryads, nyads, centaurs, fauns, and elves.
The Faery do not have gods or goddesses, as such, but rather have a number of very powerful beings who rule over the Seely court. These are King Oberon and Queen Titania, among others. The Seely Court is removed from this world, and exists in the Seely Realms. How or when this split from the World took place, none now alive know. It is possible that Oberon or Titania know, but they do not speak of it.
The most human like of the Faery are of course the Elves. They dwell almost entirely in their forest realms, which are areas around where portals from the Seely Realms intersect easily with the world of the Valley. As expected, time and distance in the Seely realms are very different from time and distance as measured between portals in the world of the Valley. Because of this situation - that the Elves congregate around the Faery portals - it is rare that Elves in any number are seen outside of their own Fey glens and hollows.
Humans who encounter Elves often mistake the leading figures of the Seely Court as elven "deities". This is not exactly true, but it is common enough for humans to believe so. There are Elves who venerate the members of the Court in such a way, that they behave as Priests while in the world of the Valley, receiving powers and spells from the realm of Faery due to their loyalty and fealty to the Court.
When the Seely Realms were separated from those of the World, at the same time the Unseely Realms were also formed. These were populated by the Goblyn races, mostly. Those consist of the goblins, hobgoblins, orcs, ogres, trolls and other affiliated races. The magics of the Unseely Realms are not nearly as well formed nor as well behaved as the magics of the Seely. Because of this, it is much less likely that travel back and forth against the Unseely portals takes place. Unlike the Faery, the Goblyn portals are almost all underground, some are very deep underground. A number of powerful dark magic beings rule over the Unseely Realms, and these are sometimes venerated by the Goblyn races as their own "deities". This is much less likely than with the Fey folk.
Two interesting outliers from this situation are notable. The first are the Dark Elves. These are a group of elves that, for unknown reasons, have chosen to ally themselves with the Unseely Realms. They dwell mostly underground, and are consummately evil. They are the most powerful, magically, of the Unseely folk, rivaling some Faery folk for power.
The second exception are the very mysterious Gray Elves. There are, roughly, three distinct groups of Faery Elves (apart from the Goblyn Dark Elves). The first two - the High Elves (who dwell mostly in the Seely Realms, but visit the world of the Valley from time to time) and the Wood Elves (who are more likely to remain in the Valley for some time, but always remain in the forests near the portals where they can remain in contact with the Seely Court) never remain forever in our world. They travel back to the Seely Realm (some more or less frequently than others, but none remain here forever), and look to the Court for their guidance and allegiance.
The Gray Elves, on the other hand, are of the Faery sort, but they have decided to come to our world and dwell her permanently. They often take up residence in parts of the world far from the forests, usually because they cannot bear the sadness that results from their decision not to return to the Seely Realms. They Gray Elves often speak in enigmatic riddles when discussing the world, and why they dwell apart from other Elves. It is possible that they may know about the reason for the split of the Seely and the Unseely from the world of the Valley.
One curious feature of the separation of the Goblyn and Faery from the world, there are occasionally babies born to both Elves and Orcs (the races closest to humans) that resemble a human being close enough to be mistaken for one at a glance. There are mischevious members of both the Seely and Unseely realms who will bring such babies to Human communities and exchange them for human babies. In both cases (the elf or orc child raised by humans, or the human child raised by elves or orcs) the results are referred to as Half Elves or Half Orcs. Once their true origin is known, neither are ever fully trusted by Humans. It is not known how the human counterparts are treated in the Faery or Goblyn realms.
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